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[solved] Opoint lower on Z-Axis problem - Printable Version +- Little Fighter Empire - Forums (https://lf-empire.de/forum) +-- Forum: Little Fighter 2 Zone (https://lf-empire.de/forum/forumdisplay.php?fid=7) +--- Forum: Data Changing (https://lf-empire.de/forum/forumdisplay.php?fid=11) +---- Forum: Solved Problems (https://lf-empire.de/forum/forumdisplay.php?fid=14) +---- Thread: [solved] Opoint lower on Z-Axis problem (/showthread.php?tid=9156) |
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[solved] Opoint lower on Z-Axis problem - STM1993 - 03-17-2014 I've been trying to make a quick fix for Julian's mirror image, but came into a problem related to z-axis and opointing. When DJA is used, Julian will op julian_ball2 act 240. It'd then op Julian again act 237, which would then op Julian act 239. And then it'd opoint ball act 249 when the image fades away. I used this to fix the mirror image with Rudolf transform exploit, as well as prevent the image from showing up at 500hp for an extended period of time. Unfortunately, with so much opointing being done, the mirror image would spawn lower and lower on the z-axis, thus ruining the deception. What I tried to do is to make the ball move upward on the z-axis to correct itself, but it doesn't work no matter what hit_j value I use. No, simply using centery / opointing a higher y or using an ik8 shadow won't work because Com will give it away and I intend to keep it there since I'm not attempting a full mod, plus the shadow only works if backgrounds use the same shadow. I remember this problem existed long ago, but has there been any new method to solve it? Code below. Julian
Julian Ball 2
RE: Opoint lower on Z-Axis problem - YinYin - 03-17-2014 Try a higher wait than 0. Also what about itr kind 8? It fixes the z position instantly. RE: Opoint lower on Z-Axis problem - STM1993 - 03-18-2014 Wait 1 on the ball hit_j frames works okay if a little jitterish at the beginning. So I did everything with only ik8. The itr k8 itself is working since it displays all the mirror image frames(fading not shown in screenshot); if it didn't work then the image would disappear immediately due to next: 1000. However it failed to fix the z-axis problem for some reason, isn't ik8 supposed to instantly put the itr user on the bdy's exact center x and z coordinates? 3 pixels of difference is unacceptable. ![]()
RE: Opoint lower on Z-Axis problem - Azriel - 03-18-2014 Reorder frame 237 to be before 238, lf2 is sometimes weird when frames are out of order. Frame 238's ik8 will not fix your z axis problem, ik8 sticks you to the interacted t0's z value +1. Assuming frame 238 is invisible, use a hit_j: 48 (maybe 47) next: 239. This should eliminate the need for ik8. I haven't checked why so many opoints are needed, just checked the z-axis related code. --- edit: re-read your comment about it being jitterish with hit_j. missed that part earlier ._. If your final object uses ik8 on the main character, it will be corrected to main character's z+1. Azriel~ RE: Opoint lower on Z-Axis problem - STM1993 - 03-18-2014 (03-18-2014, 06:20 AM)Azriel Wrote: Reorder frame 237 to be before 238, lf2 is sometimes weird when frames are out of order.Huh, didn't think order was a problem, I've been avoiding order many times and so far didn't experience any problems unless I had 2 frames with the same number. (03-18-2014, 06:20 AM)Azriel Wrote: Frame 238's ik8 will not fix your z axis problem, ik8 sticks you to the interacted t0's z value +1. ![]() Alright, I guess I'll have to make do with the original hit_j method, and somehow fix the jitter. No, I can't just make final object ik8 the main character because he'd be moving on x and z axis, so it'd be potentially very buggy, not to mention it won't achieve the deception I'm looking for. <snip> EDIT: ITS WORKING! ITS WORKING PERFECTLY!!! As a thank you, I've attached the relevant modified data files here for your playing pleasure! You won't be able to tell I've modified the mirror images save for being a little bit stiff on the x/z movement because of dvx/z 550! Explanation: * Julian opoints ball twice; one is a dummy mirror image, one is invisible that moves up on z-axis. * Invisible ball spawns invisible Julian. * Invisible Julian spawns the actual clone Julian. Dummy disappears. * To ensure they are all always aligned regardless of movement, I gave Julian dvx/z 550 on his opointing frames. * Extra: I think its stupid that AI continues being distracted when the mirror image is in its final fading frames, so I made it opoint a ball, complete without a shadow - both to hide the slight z-axis difference and to make it seem like the image has lost its form and thus doesn't have a shadow. Why so many opoints: * Julian opoints himself. Clone has 10hp. However, if Julian transforms to Rudolf, so will the clone - thus you have made clones for only 25 mana. Transform again, and clone becomes a real 10hp Julian. This is an exploit in original LF2 that I want to fix. * By opointing a ball to create the clone instead of opointing a clone directly, I sever the link between the real Julian and the clone, preventing the exploit. * I made the clone opoint itself again to fix a potential 500hp clone problem. It might have been unnecessary, but hey it worked and it allows for easier conversion on mods! I'm working on a mod with all characters having a criminal along with slight tweaks to a few characters, the only thing I'm left with is making criminal tied up sprites now. Here's a preview: ![]() |